| 1 | /* | 
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| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 |  *                    > www.orxonox.net < | 
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| 4 |  * | 
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| 5 |  * | 
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| 6 |  *   License notice: | 
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| 7 |  * | 
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| 8 |  *   This program is free software; you can redistribute it and/or | 
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| 9 |  *   modify it under the terms of the GNU General Public License | 
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| 10 |  *   as published by the Free Software Foundation; either version 2 | 
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| 11 |  *   of the License, or (at your option) any later version. | 
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| 12 |  * | 
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| 13 |  *   This program is distributed in the hope that it will be useful, | 
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| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 |  *   GNU General Public License for more details. | 
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| 17 |  * | 
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| 18 |  *   You should have received a copy of the GNU General Public License | 
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| 19 |  *   along with this program; if not, write to the Free Software | 
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| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 |  * | 
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| 22 |  *   Author: | 
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| 23 |  *      Fabian 'x3n' Landau | 
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| 24 |  *   Co-authors: | 
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| 25 |  *      ... | 
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| 26 |  * | 
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| 27 |  */ | 
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| 28 |  | 
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| 29 | #include "AIController.h" | 
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| 30 |  | 
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| 31 | #include "util/Math.h" | 
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| 32 | #include "core/CoreIncludes.h" | 
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| 33 | #include "core/Executor.h" | 
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| 34 | #include "objects/worldentities/ControllableEntity.h" | 
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| 35 |  | 
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| 36 | namespace orxonox | 
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| 37 | { | 
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| 38 |     static const float ACTION_INTERVAL = 1.0f; | 
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| 39 |  | 
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| 40 |     CreateFactory(AIController); | 
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| 41 |  | 
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| 42 |     AIController::AIController(BaseObject* creator) : ArtificialController(creator) | 
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| 43 |     { | 
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| 44 |         RegisterObject(AIController); | 
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| 45 |  | 
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| 46 |         this->actionTimer_.setTimer(ACTION_INTERVAL, true, this, createExecutor(createFunctor(&AIController::action))); | 
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| 47 |     } | 
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| 48 |  | 
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| 49 |     AIController::~AIController() | 
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| 50 |     { | 
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| 51 |     } | 
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| 52 |  | 
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| 53 |     void AIController::action() | 
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| 54 |     { | 
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| 55 |         float random; | 
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| 56 |         float maxrand = 100.0f / ACTION_INTERVAL; | 
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| 57 |  | 
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| 58 |         // search enemy | 
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| 59 |         random = rnd(maxrand); | 
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| 60 |         if (random < 15 && (!this->target_)) | 
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| 61 |             this->searchNewTarget(); | 
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| 62 |  | 
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| 63 |         // forget enemy | 
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| 64 |         random = rnd(maxrand); | 
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| 65 |         if (random < 5 && (this->target_)) | 
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| 66 |             this->forgetTarget(); | 
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| 67 |  | 
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| 68 |         // next enemy | 
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| 69 |         random = rnd(maxrand); | 
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| 70 |         if (random < 10 && (this->target_)) | 
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| 71 |             this->searchNewTarget(); | 
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| 72 |  | 
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| 73 |         // fly somewhere | 
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| 74 |         random = rnd(maxrand); | 
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| 75 |         if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) | 
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| 76 |             this->searchRandomTargetPosition(); | 
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| 77 |  | 
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| 78 |         // stop flying | 
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| 79 |         random = rnd(maxrand); | 
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| 80 |         if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) | 
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| 81 |             this->bHasTargetPosition_ = false; | 
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| 82 |  | 
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| 83 |         // fly somewhere else | 
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| 84 |         random = rnd(maxrand); | 
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| 85 |         if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) | 
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| 86 |             this->searchRandomTargetPosition(); | 
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| 87 |  | 
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| 88 |         // shoot | 
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| 89 |         random = rnd(maxrand); | 
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| 90 |         if (random < 75 && (this->target_ && !this->bShooting_)) | 
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| 91 |             this->bShooting_ = true; | 
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| 92 |  | 
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| 93 |         // stop shooting | 
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| 94 |         random = rnd(maxrand); | 
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| 95 |         if (random < 25 && (this->bShooting_)) | 
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| 96 |             this->bShooting_ = false; | 
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| 97 |     } | 
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| 98 |  | 
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| 99 |     void AIController::tick(float dt) | 
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| 100 |     { | 
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| 101 |         if (!this->isActive()) | 
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| 102 |             return; | 
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| 103 |  | 
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| 104 |         if (this->target_) | 
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| 105 |             this->aimAtTarget(); | 
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| 106 |  | 
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| 107 |         if (this->bHasTargetPosition_) | 
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| 108 |             this->moveToTargetPosition(); | 
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| 109 |  | 
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| 110 |         if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(Ogre::Math::PI / 20.0f)) | 
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| 111 |             this->getControllableEntity()->fire(0); | 
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| 112 |  | 
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| 113 |         SUPER(AIController, tick, dt); | 
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| 114 |     } | 
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| 115 |  | 
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| 116 | } | 
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